271 research outputs found

    On the inefficiency of equilibria in linear bottleneck congestion games

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    We study the inefficiency of equilibrium outcomes in bottleneck congestion games. These games model situations in which strategic players compete for a limited number of facilities. Each player allocates his weight to a (feasible) subset of the facilities with the goal to minimize the maximum (weight-dependent) latency that he experiences on any of these facilities. We derive upper and (asymptotically) matching lower bounds on the (strong) price of anarchy of linear bottleneck congestion games for a natural load balancing social cost objective (i.e., minimize the maximum latency of a facility). We restrict our studies to linear latency functions. Linear bottleneck congestion games still constitute a rich class of games and generalize, for example, load balancing games with identical or uniformly related machines with or without restricted assignments

    Bottleneck Routing Games with Low Price of Anarchy

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    We study {\em bottleneck routing games} where the social cost is determined by the worst congestion on any edge in the network. In the literature, bottleneck games assume player utility costs determined by the worst congested edge in their paths. However, the Nash equilibria of such games are inefficient since the price of anarchy can be very high and proportional to the size of the network. In order to obtain smaller price of anarchy we introduce {\em exponential bottleneck games} where the utility costs of the players are exponential functions of their congestions. We find that exponential bottleneck games are very efficient and give a poly-log bound on the price of anarchy: O(logLlogE)O(\log L \cdot \log |E|), where LL is the largest path length in the players' strategy sets and EE is the set of edges in the graph. By adjusting the exponential utility costs with a logarithm we obtain games whose player costs are almost identical to those in regular bottleneck games, and at the same time have the good price of anarchy of exponential games.Comment: 12 page

    Routing Games with Progressive Filling

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    Max-min fairness (MMF) is a widely known approach to a fair allocation of bandwidth to each of the users in a network. This allocation can be computed by uniformly raising the bandwidths of all users without violating capacity constraints. We consider an extension of these allocations by raising the bandwidth with arbitrary and not necessarily uniform time-depending velocities (allocation rates). These allocations are used in a game-theoretic context for routing choices, which we formalize in progressive filling games (PFGs). We present a variety of results for equilibria in PFGs. We show that these games possess pure Nash and strong equilibria. While computation in general is NP-hard, there are polynomial-time algorithms for prominent classes of Max-Min-Fair Games (MMFG), including the case when all users have the same source-destination pair. We characterize prices of anarchy and stability for pure Nash and strong equilibria in PFGs and MMFGs when players have different or the same source-destination pairs. In addition, we show that when a designer can adjust allocation rates, it is possible to design games with optimal strong equilibria. Some initial results on polynomial-time algorithms in this direction are also derived

    Metastability of Asymptotically Well-Behaved Potential Games

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    One of the main criticisms to game theory concerns the assumption of full rationality. Logit dynamics is a decentralized algorithm in which a level of irrationality (a.k.a. "noise") is introduced in players' behavior. In this context, the solution concept of interest becomes the logit equilibrium, as opposed to Nash equilibria. Logit equilibria are distributions over strategy profiles that possess several nice properties, including existence and uniqueness. However, there are games in which their computation may take time exponential in the number of players. We therefore look at an approximate version of logit equilibria, called metastable distributions, introduced by Auletta et al. [SODA 2012]. These are distributions that remain stable (i.e., players do not go too far from it) for a super-polynomial number of steps (rather than forever, as for logit equilibria). The hope is that these distributions exist and can be reached quickly by logit dynamics. We identify a class of potential games, called asymptotically well-behaved, for which the behavior of the logit dynamics is not chaotic as the number of players increases so to guarantee meaningful asymptotic results. We prove that any such game admits distributions which are metastable no matter the level of noise present in the system, and the starting profile of the dynamics. These distributions can be quickly reached if the rationality level is not too big when compared to the inverse of the maximum difference in potential. Our proofs build on results which may be of independent interest, including some spectral characterizations of the transition matrix defined by logit dynamics for generic games and the relationship of several convergence measures for Markov chains

    On Existence and Properties of Approximate Pure Nash Equilibria in Bandwidth Allocation Games

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    In \emph{bandwidth allocation games} (BAGs), the strategy of a player consists of various demands on different resources. The player's utility is at most the sum of these demands, provided they are fully satisfied. Every resource has a limited capacity and if it is exceeded by the total demand, it has to be split between the players. Since these games generally do not have pure Nash equilibria, we consider approximate pure Nash equilibria, in which no player can improve her utility by more than some fixed factor α\alpha through unilateral strategy changes. There is a threshold αδ\alpha_\delta (where δ\delta is a parameter that limits the demand of each player on a specific resource) such that α\alpha-approximate pure Nash equilibria always exist for ααδ\alpha \geq \alpha_\delta, but not for α<αδ\alpha < \alpha_\delta. We give both upper and lower bounds on this threshold αδ\alpha_\delta and show that the corresponding decision problem is NP{\sf NP}-hard. We also show that the α\alpha-approximate price of anarchy for BAGs is α+1\alpha+1. For a restricted version of the game, where demands of players only differ slightly from each other (e.g. symmetric games), we show that approximate Nash equilibria can be reached (and thus also be computed) in polynomial time using the best-response dynamic. Finally, we show that a broader class of utility-maximization games (which includes BAGs) converges quickly towards states whose social welfare is close to the optimum
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